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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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ProcessFrontEnd fixes
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@ -3887,16 +3887,20 @@ void
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cAudioManager::ProcessFrontEnd()
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{
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bool processed;
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bool processedPickup;
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bool processedMission;
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int16 sample;
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static uint32 counter = 0;
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static uint8 counter = 0;
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static uint32 cPickupNextFrame = 0;
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static uint32 cPartMisComNextFrame = 0;
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for(uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
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processedPickup = 0;
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processed = 0;
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processedMission = 0;
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switch(m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
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case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
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break;
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case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM: m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE; break;
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case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
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break;
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@ -3904,7 +3908,7 @@ cAudioManager::ProcessFrontEnd()
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case SOUND_GARAGE_BAD_VEHICLE:
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case SOUND_3C:
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m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
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processed = 1;
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processed = true;
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break;
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case SOUND_GARAGE_OPENING:
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case SOUND_GARAGE_BOMB1_SET:
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@ -3920,16 +3924,19 @@ cAudioManager::ProcessFrontEnd()
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case SOUND_EVIDENCE_PICKUP:
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case SOUND_UNLOAD_GOLD:
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m_sQueueSample.m_nSampleIndex = SFX_PICKUP_2_LEFT;
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processed = 1;
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processedPickup = true;
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processed = true;
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break;
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case SOUND_PICKUP_WEAPON_BOUGHT:
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case SOUND_PICKUP_WEAPON:
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m_sQueueSample.m_nSampleIndex = SFX_PICKUP_1_LEFT;
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processed = 1;
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processedPickup = true;
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processed = true;
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break;
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case SOUND_4A:
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m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
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processed = 1;
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processedPickup = true;
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processed = true;
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break;
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case SOUND_PICKUP_BONUS:
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case SOUND_PICKUP_MONEY:
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@ -3938,60 +3945,65 @@ cAudioManager::ProcessFrontEnd()
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case SOUND_PICKUP_PACMAN_PACKAGE:
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case SOUND_PICKUP_FLOAT_PACKAGE:
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m_sQueueSample.m_nSampleIndex = SFX_PICKUP_3_LEFT;
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processed = 1;
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processedPickup = true;
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processed = true;
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break;
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case SOUND_PAGER: m_sQueueSample.m_nSampleIndex = SFX_PAGER; break;
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case SOUND_RACE_START_3:
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case SOUND_RACE_START_2:
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case SOUND_RACE_START_1:
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case SOUND_CLOCK_TICK: m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP; break;
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case SOUND_RACE_START_GO:
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
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break;
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case SOUND_RACE_START_GO: m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE; break;
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case SOUND_PART_MISSION_COMPLETE:
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
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processedMission = true;
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break;
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case SOUND_FRONTEND_MENU_STARTING:
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processed = 1;
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m_sQueueSample.m_nSampleIndex = SFX_START_BUTTON_LEFT;
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processed = true;
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break;
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case SOUND_FRONTEND_MENU_COMPLETED:
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processed = 1;
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m_sQueueSample.m_nSampleIndex = SFX_PAGE_CHANGE_AND_BACK_LEFT;
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processed = true;
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break;
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case SOUND_FRONTEND_MENU_DENIED:
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processed = 1;
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m_sQueueSample.m_nSampleIndex = SFX_HIGHLIGHT_LEFT;
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processed = true;
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break;
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case SOUND_FRONTEND_MENU_SUCCESS:
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processed = 1;
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m_sQueueSample.m_nSampleIndex = SFX_SELECT_LEFT;
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processed = true;
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break;
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case SOUND_FRONTEND_EXIT:
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processed = 1;
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m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
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processed = true;
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break;
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case SOUND_9A:
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processed = 1;
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m_sQueueSample.m_nSampleIndex = SFX_STEREO_LEFT;
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processed = true;
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break;
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case SOUND_9B: m_sQueueSample.m_nSampleIndex = SFX_MONO; break;
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case SOUND_FRONTEND_AUDIO_TEST:
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m_sQueueSample.m_nSampleIndex =
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m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
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m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
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break;
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case SOUND_FRONTEND_FAIL:
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processed = 1;
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_LEFT;
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processed = true;
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break;
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case SOUND_FRONTEND_NO_RADIO:
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case SOUND_FRONTEND_RADIO_CHANGE:
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m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
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break;
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case SOUND_FRONTEND_RADIO_CHANGE: m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK; break;
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case SOUND_A0: m_sQueueSample.m_nSampleIndex = SFX_INFO; break;
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default: continue;
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}
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if(processedPickup) {
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if(m_nTimeOfRecentCrime <= cPickupNextFrame) continue;
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cPickupNextFrame = m_nTimeOfRecentCrime + 5;
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} else if(processedMission) {
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if(m_nTimeOfRecentCrime <= cPartMisComNextFrame) continue;
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cPartMisComNextFrame = m_nTimeOfRecentCrime + 5;
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}
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sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
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if(sample == SFX_RAIN) {
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m_sQueueSample.m_nFrequency = 28509;
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